Saturday, April 22, 2017

The Bootlegger for Swords & Wizardry Light

This is my contribution to Swords and Wizardry Appreciation Day 2017. It's a new class for +Erik Tenkar's Swords & Wizardry Light created for my Portsmaw setting (which is the focus of my A to Z Challenge this year). Once I'm able to get a good look at Swords & Wizardry Continual Light, I'll extend the class to level 7.

The Bootlegger

A mountaineer who brews shine and knows how to avoid royal revenuers.

Hit Dice: 1 HD at 1st level, 2 HD at 2nd level, 2HD+1 at 3rd level

Saving Throws: 15 at 1st level, 14 at 2nd level, and 13 at 3rd level

Bootleggers can start with either a club (1d6) and dagger (1d6-1) or a sling (1d6-1) and staff (1d6) with a suit of Leather Armor AC 7 [12]. In addition all bootleggers start with a jug of homemade shine.

Bootleggers may wear only leather armor. Bootleggers can use axes, clubs, daggers, slings, and staves.

Bootleggers have class abilities as follows:

Fortitude- When affected by poison, Bootleggers can make two saving throws and use the better of the results.

Identify Brew- By taking a small sip of a liquid bootleggers can identify any liquid.

Hear Sound- Bootleggers have a 3 in 6 chance to hear and identify noise in the wilderness.

Bootlegger Skills- Bootleggers have a 1 in 6 chance to succeed in Finding/Removing Traps, Hiding in Shadows/Move Silently.

---------------------------
You can also check out my Preacher cleric variant here.